![]() ![]() I find the (non-fate-specific) advice from the Alexandrian don’t prep plots to be very useful in this regard. Since the outcome of a given scene will impact subsequent scenes, traditional prep would require the creation of a vast tree-like structure of outcomes which is unfeasible to author. Each scene is played when the PCs and NPCs have clashing objectives, and the scene has several interesting potential outcomes. The other prep challenge I found is that Fate is very non-linear. It also lends itself to most of the prep happening after a Session Zero (and its phase trio) although with a one shot that’s a bit different depending on how compressed character creation is. This leads to Fate game preparation being distinctly different from other RPGs. The beauty of Fate (to me) is its simplicity lends itself to emergent sandbox play driven by the PCs motivations and proactive actions, not play throughs of standard pre-planned semi-on-rails adventures and scenarios. I made the mistake initially of prepping like any other RPG (eg D&D, or in my case Call of Cthulhu) where I made a ‘standard’ adventure with things worked out ahead of time and expected my players to play through it. It’s hard to overstate how radically different. Compare that to D&D where a PC shows up as “A former farmboy looking for adventure” and expects the GM to supply that adventure, via the Mayor of the Town offering Gold for example. I recommend not railroading your PCs aspects into an entirely GM-defined scenario. These player-chosen proactive goals should be visible in their aspects, typically emerging during the phase trio and collaborative game creation.įor instance if a player has the aspect “In too deep with the Night-Spider guild” then the story should invoke that, and involve playing out what that relationship means and where it takes them. Note it’s their goals and not the GM’s goals, as distinct from most other RPGs where the GM imposes goals and the players adopt them, via the ordinary social contract inherent in traditional RPGs. ![]() In particular, the characters are expected to be proactive and the story is about them proactively going after their goals in the context of the setting’s issues. Fate has been a revelation that changes how I see and play all RPGs.īear in mind that Fate play leans into co-creation so there’s only so far you can go with prep before you involve the players. ![]()
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